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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: teleport with fx issues
BUSH1DO
General Member
Since: Apr 2, 2014
Posts: 40
Last: Sep 9, 2016
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Saturday, Jul. 25, 2015 06:54 am
hi, i just wondering is it possible to make teleport with fx, since is not possible to play movie in mp_map i de like to play shaders.
i have 34 shaders i made from short movie file so when player enters teleport shader will play fast to create movie effect.
so need to fix this code or someone have correct one.
Code:
#include maps\mp\_utility;

#include maps\mp\gametypes\_hud_util;

#include common_scripts\utility;

main()
{
	entwormhole = getentarray( "wormhole", "targetname" );
	if(isdefined(entwormhole))
		for( i = 0; i < entwormhole.size; i++ )
			entwormhole[i] thread wormhole1();
                    self.wormhole = true;
}
 
wormhole1()
{
	for(;;)
	{
		self waittill( "trigger", player );
		entTarget = getEnt( self.target, "targetname" );



                if(isDefined(self.wormhole1))
		self.wormhole1 destroy();
		
		
                self.wormhole1 = newClientHudElem(self);
		self.wormhole1.x = 0;
		self.wormhole1.y = 0;
		self.wormhole1.alignX = "center";		
		self.wormhole1.alignY = "top";
		self.wormhole1.horzAlign = "fullscreen";
		self.wormhole1.vertAlign = "fullscreen";
		
                        self.wormhole1.alpha = 0;
			self.wormhole1.sort = 1;
			self.wormhole1.hideWhenInMenu = false;



		

		self.wormhole1 setshader("w1", 640, 480);	
		wait 0.01;
		self.wormhole1 setshader("w2", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w3", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w4", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w5", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w6", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w7", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w8", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w9", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w10", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w11", 640, 480);
                wait 0.01;
		self.wormhole1 setshader("w12", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w13", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w14", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w15", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w16", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w17", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w18", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w19", 640, 480);
                wait 0.01;
		self.wormhole1 setshader("w20", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w21", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w22", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w23", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w24", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w25", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w26", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w27", 640, 480);
		wait 0.01;
		self.wormhole1 setshader("w28", 640, 480);
		wait 0.01;
                self.wormhole1 setshader("w29", 640, 480);
		wait 0.01;
                self.wormhole1 setshader("w30", 640, 480);
		wait 0.01;
                self.wormhole1 setshader("w31", 640, 480);
		wait 0.01;
                self.wormhole1 setshader("w32", 640, 480);
		wait 0.01;
                self.wormhole1 setshader("w33", 640, 480);
	 	wait 0.01;
                self.wormhole1 setshader("w34", 640, 480);
		wait 0.01;
                self.wormhole1.alpha = 1;


            		                
		self setOrigin( entTarget.origin );
		self setplayerangles( entTarget.angles );		  

		self.wormhole1 destroy();





	}

}


mainly this is teleport code i just added some stuff but its not working, need fix. Any advice?
Share |
TrikX
General Member
Since: Jul 7, 2012
Posts: 129
Last: Dec 31, 2016
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Jul. 25, 2015 02:06 pm
Hi. Yes it is possible, and quite easy..... well mostly.
Don`t know if you played BO zombies, but they did something similar.
Basicly, when you activate the teleport, it teleports you to a black room with FX playing in front of you, takes your weapon away and makes you unable to move, then after 2-3 seconds teleports you to the place you need to be.
So, make an effect, make a room where that fx will be played, and a standard teleport script should do the job, with some time delay added. ;)
Share |
BUSH1DO
General Member
Since: Apr 2, 2014
Posts: 40
Last: Sep 9, 2016
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Saturday, Jul. 25, 2015 11:21 pm
yo TrikX, thanks again for reply and help. Now i have more questions.
Do i have to make my custom.efx in effect editor, not what i make with 35 preCacheShader (still cannot make them scrolling in sequence).
if i make .efx put it in black room to play looping so for teleport script i have to make trigger mult with 2 origins( one in room another at end of destination) or 2 teleports.
can you tell me the map name so i check.
thanks again
Share |
TrikX
General Member
Since: Jul 7, 2012
Posts: 129
Last: Dec 31, 2016
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Sunday, Jul. 26, 2015 02:49 am
yes, you need to make your custom fx.
you can make one trigger use_touch to activate the teleport, and the other one, trigger_multiple inside the black box, with a wait time.
and yes, 2 origins, one for every teleport.
if you have BO, devmap zombie_theater, and when you spawn use noclip and go straight trough the theater. behind it, outside are 4 black boxes, each having a different fx.
if you activate the power and use the teleporter, you will see how it`s done.
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BUSH1DO
General Member
Since: Apr 2, 2014
Posts: 40
Last: Sep 9, 2016
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Sunday, Jul. 26, 2015 07:34 am
ok i make cool fx
can you provide me with code
dont have BO
Share |
TrikX
General Member
Since: Jul 7, 2012
Posts: 129
Last: Dec 31, 2016
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Sunday, Jul. 26, 2015 08:40 am
sorry, can`t help you with the code, ask some scripter to help you out with that.
Share |
DrBiggzz
General Member
Since: Apr 8, 2007
Posts: 87
Last: Jan 4, 2019
[view latest posts]
Level 3
Forum Moderator
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, Jul. 27, 2015 04:03 pm
Now in Cod Uo, it is possible to do this through a script within the .shader files. Here is what my scripting looks like inside of my shader file.

Code:
//Hud Logo Animated
customlogobur
{
	nopicmip
	nomipmaps
  {
  	 AnimMap 10
      map ui_mp/assets/biggzzlogo_1.tga
      map ui_mp/assets/biggzzlogo_2.tga
      map ui_mp/assets/biggzzlogo_3.tga
      map ui_mp/assets/biggzzlogo_4.tga
      map ui_mp/assets/biggzzlogo_5.tga
      map ui_mp/assets/biggzzlogo_6.tga
      map ui_mp/assets/biggzzlogo_7.tga
      map ui_mp/assets/biggzzlogo_8.tga
      map ui_mp/assets/biggzzlogo_9.tga
      map ui_mp/assets/biggzzlogo_10.tga
	blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    	rgbGen vertex
   }
}



then you would just need to call it to run that shader script.
For me I just Use
Code:
style			WINDOW_STYLE_SHADER
background	"customlogobur"




But i'm sure you could just use

Code:
self.wormhole1 setshader("customlogobur", 640, 480);


and then add wait times with different animationmaps. Now I dont know to much about modding cod4 but this code is all from Cod Uo but I'm sure it is still mostly the same concept here and there.

Share |
BUSH1DO
General Member
Since: Apr 2, 2014
Posts: 40
Last: Sep 9, 2016
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Monday, Jul. 27, 2015 11:44 pm
TY will post after try

so far i made only first shader to apper , i need to add line in code to play them one after another with wait (0.01) maybe
how to add sequence , any idea?

Code:
#include maps\mp\_utility;

#include maps\mp\gametypes\_hud_util;

#include common_scripts\utility;

main()
{


	maps\mp\_load::main();	



         preCacheShader("w1");
         preCacheShader("w2");
         preCacheShader("w3");
         preCacheShader("w4");
         preCacheShader("w5");
         preCacheShader("w6");
         preCacheShader("w7");
         preCacheShader("w8");
         preCacheShader("w9");
         preCacheShader("w10");
         preCacheShader("w11");
         preCacheShader("w12");
         preCacheShader("w13");
         preCacheShader("w14");
         preCacheShader("w15");
         preCacheShader("w16");
         preCacheShader("w17");
         preCacheShader("w18");
         preCacheShader("w19");
         preCacheShader("w20");
         preCacheShader("w21");
         preCacheShader("w22");
         preCacheShader("w23");
         preCacheShader("w24");
         preCacheShader("w25");
         preCacheShader("w26");
         preCacheShader("w27");
         preCacheShader("w28");
         preCacheShader("w29");
         preCacheShader("w30");
         preCacheShader("w31");
         preCacheShader("w32");
         preCacheShader("w33");
         preCacheShader("w34");      

	setdvar("jump_height", "39");
        setdvar( "r_specularcolorscale", "1" );
        setdvar("r_glowbloomintensity0",".1");
        setdvar("r_glowbloomintensity1",".1");
        setdvar("r_glowskybleedintensity0",".1");

        game["allies"] = "marines";
	game["axis"] = "opfor";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "desert";
	game["axis_soldiertype"] = "desert";
    

        thread wormhole();


}

wormhole()
{ 
	wormhole    = getent( "picture", "targetname" ); 
	
	while(true) 
	{ 
      wormhole waittill("trigger",player);
     
      
      player.wormhole = true;
      player thread the_wormhole();
      wait (1);

      }
}
the_wormhole()
{
                if(isDefined(self.the_wormhole))
		self.the_wormhole destroy();

                self.the_wormhole = newClientHudElem(self);

			self.the_wormhole.alignX = "center";
			self.the_wormhole.alignY = "top";
			self.the_wormhole.horzAlign = "fullscreen";
			self.the_wormhole.vertAlign = "fullscreen";
			self.the_wormhole.x = 0;
			self.the_wormhole.y = 0;
			self.the_wormhole.alpha = 0;
			self.the_wormhole.sort = 1;
			self.the_wormhole.hideWhenInMenu = false;
                        self.the_wormhole setShader("w1", 640, 480);
                  wait (0.1);
                        self.the_wormhole setShader("w2", 640, 480);
                  wait (0.1);
                        self.the_wormhole setShader("w3", 640, 480);
                  wait (0.1);
                        self.the_wormhole setShader("w4", 640, 480);
                  wait (0.1);
                        self.the_wormhole setShader("w5", 640, 480);
                  wait (0.1);
                        self.the_wormhole setShader("w6", 640, 480);

                  wait (0.1);



		self.the_wormhole.alpha = 1;
                //self.the_wormhole moveOverTime(6);
                self.the_wormhole.x = 320;
                
           // wait (4);

           self.the_wormhole destroy();

}



Share |
DrBiggzz
General Member
Since: Apr 8, 2007
Posts: 87
Last: Jan 4, 2019
[view latest posts]
Level 3
Forum Moderator
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Tuesday, Jul. 28, 2015 03:28 pm
You could try to make the wait a bit longer, are each of these their own image?

Code:
         preCacheShader("w1");
         preCacheShader("w2");
         preCacheShader("w3");
         preCacheShader("w4");
         preCacheShader("w5");
         preCacheShader("w6");
         preCacheShader("w7");
         preCacheShader("w8");
         preCacheShader("w9");
         preCacheShader("w10");
         preCacheShader("w11");
         preCacheShader("w12");
         preCacheShader("w13");
         preCacheShader("w14");
         preCacheShader("w15");
         preCacheShader("w16");
         preCacheShader("w17");
         preCacheShader("w18");
         preCacheShader("w19");
         preCacheShader("w20");
         preCacheShader("w21");
         preCacheShader("w22");
         preCacheShader("w23");
         preCacheShader("w24");
         preCacheShader("w25");
         preCacheShader("w26");
         preCacheShader("w27");
         preCacheShader("w28");
         preCacheShader("w29");
         preCacheShader("w30");
         preCacheShader("w31");
         preCacheShader("w32");
         preCacheShader("w33");
         preCacheShader("w34"); 


if so try to combine them all into one shader script. you can make animationmaps as long as you want for instance mine says

Code:
  	 AnimMap 10


and then has the 10 image files, But If you make it say AnimMap 34, and then add each of you images to the shader script it should work.
Share |
BUSH1DO
General Member
Since: Apr 2, 2014
Posts: 40
Last: Sep 9, 2016
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Jul. 29, 2015 02:16 am
Hi, DrBiggzz !
Now i am more confused
1. does cod4 support AnimMap in mp maps
2. what name i have to give for script
I am very close to make my code to work afraid to make more mess
i am also not so good with scripts
Thanks for help
Share |
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